RayTracingDenoiser
PhysX
RayTracingDenoiser | PhysX | |
---|---|---|
2 | 18 | |
455 | 2,296 | |
3.3% | 2.0% | |
7.1 | 4.7 | |
18 days ago | 21 days ago | |
HLSL | C++ | |
GNU General Public License v3.0 or later | BSD 3-clause "New" or "Revised" License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
RayTracingDenoiser
-
AMD Finally Opens Up Its Radeon Raytracing Analyzer "RRA" Source Code
The do, when it makes sense to. For example their realtime denoiser tech is implemented in compute shaders and so is vendor-agnostic, so they open sourced it: https://github.com/NVIDIAGameWorks/RayTracingDenoiser
-
DXR Shader Improvements
Might want to check out NRD https://developer.nvidia.com/rtx/ray-tracing/rt-denoisers https://github.com/NVIDIAGameWorks/RayTracingDenoiser
PhysX
-
Blaze: A High Performance C++ Math library
For typical game physics engines... not that much. Math libraries like Eigen or Blaze use lots of template metaprogramming techniques under the hood that can help when you're doing large batched matrix multiplications (since it can remove temporary allocations at compile-time and can also fuse operations efficiently, as well as applying various SIMD optimizations), but it doesn't really help when you need lots of small operations (with mat3 / mat4 / vec3 / quat / etc.). Typical game physics engines tend to use iterative algorithms for their solvers (Gauss-Seidel, PBD, etc...) instead of batched "matrix"-oriented ones, so you'll get less benefits out of Eigen / Blaze compared to what you typically see in deep learning / scientific computing workloads.
The codebases I've seen in many game physics engines seem to all roll their own math libraries for these stuff, or even just use SIMD (SSE / AVX) intrinsics directly. Examples: PhysX (https://github.com/NVIDIA-Omniverse/PhysX), Box2D (https://github.com/erincatto/box2d), Bullet (https://github.com/bulletphysics/bullet3)...
-
Rust Game Physics Engines: PhysX, Rapier, XPBD & Others
NVIDIA PhysX GitHub repo: NVIDIA-Omniverse/PhysX
-
Recommended Physics Engine?
I don’t know of any books but here is the official documentation which includes an API reference. You can also find a lot of sample code snippets and examples on their GitHub.
-
C# Game engine - suggestions
On the other hand, PhysX is available under the MIT License and is both heavily used in games and also well documented with tons of sample code.
-
AMD Finally Opens Up Its Radeon Raytracing Analyzer "RRA" Source Code
The CPU implementation of PhysX is too, no reason you couldn't port that to run on AMD GPUs: https://github.com/NVIDIA-Omniverse/PhysX
-
Nvidia PhysX 5.0 is now open source
The LICENSE.md file on the repo doesn't mention BSD-3-Clause at all, it's just a copywrite notice that reads more like CC-BY than a software license. That's why I said it was weird.
Very! I just picked a random file: https://github.com/NVIDIA-Omniverse/PhysX/blob/release/104.0/physx/source/physx/src/NpArticulationJointReducedCoordinate.cpp
- GitHub - NVIDIA-Omniverse/PhysX: NVIDIA PhysX SDK - 5.0
What are some alternatives?
Adria-DX12 - Rendergraph-based graphics engine written in C++ using DirectX12
physx-rs - 🎳 Rust binding for NVIDIA PhysX 🦀
PhysX - NVIDIA PhysX SDK
JoltPhysics - A multi core friendly rigid body physics and collision detection library, written in C++, suitable for games and VR applications.
AI4Animation - Bringing Characters to Life with Computer Brains in Unity
box2d-lite - A small 2D physics engine
Bullet - Bullet Physics SDK: real-time collision detection and multi-physics simulation for VR, games, visual effects, robotics, machine learning etc.
LearnOpenGL - Code repository of all OpenGL chapters from the book and its accompanying website https://learnopengl.com
Silk.NET - The high-speed OpenGL, OpenCL, OpenAL, OpenXR, GLFW, SDL, Vulkan, Assimp, WebGPU, and DirectX bindings library your mother warned you about.
godot-box2d - Box2D integration module for Godot Engine